rowyn: (studious)

After watching Vicorva stream Strange Horticulture, I bought the game and then finished it in a weekend (it’s not a long game).

It’s fun: I liked the little puzzles that were often pretty easy, and that the game had a “hint” option so if I didn’t find the puzzle easy I could just keep asking for hints until it gave me the answer. XD

I still wanted to play after I got an ending, so I played some more to identify all the plants. And then started a new game. But I remember all the answers so it’s not as much fun as the first time.

So now I’m thinking about running it as a play-by-post RPG.

One reason I like the concept of Strange Horticulture as an RPG is that the mechanics (identifying plants and solving puzzles) are nonviolent.

I don't usually like puzzles as a game mechanic because I get frustrated easily. But Strange Horticulture's "hints" option solved that, which is why I want to incorporate that explicitly into the RPG.

The video game has some off-camera violence. I'll let the players decide if they want violence in the RPG or strictly non-violent.

Game premise:

All the PCs play people who have recently started to run a shop of mysterious and mystical plants. None of the plants are properly labeled. You have a book about plants but it’s bad at describing them. (You get to decide how you got the shop/plants/book).

Game play:

  • General roleplay: interacting with customers and deciding how you want to handle them
  • Identifying plants: I’ll provide a bunch of plant pictures and some poor descriptions of them and you get to try to figure out what goes with what.
  • Solving small puzzles/riddles: you’ll get clues and solving them will give you more things. Sometimes the clues will be Extremely Obvious. I do not promise challenging puzzles.

Each PC has a talking animal companion that can give them hints, but There’s a Cost. (Maybe parts of your soul! Or your memories! Or kitty treats! I will let the players as a whole decide this one.)

Likewise, I’ll let the players decide how serious they want the game to be -- do you want Lives To Depend on your correct identification of plants/solving puzzles, or more like “the most dire consequence is that some customer is angry at you because the wrong plant attracted ants and ruined their picnic”?

There will be an overall plot of some kind, but also small stories about helping customers (or failing to help customers by providing the wrong plant, whether on purpose or not) and how they react.

I’m thinking 3-4 players, and players get many of the same puzzles to solve and can collaborate to solve them in various ways. And one of the mysteries is “why did we all start running our shops at the same time in different places?”

In the event of players who join the game but later have to leave for whatever reason: I'd like to have their PC retire and/or mysteriously depart and hand over their shops to a new player or NPC, so that their departure needn't impact the other PCs. n_n

I will not use any of the plot points or specific puzzles from the video game, so there'll be no spoilers for the video game and no advantage to having played it or not.

Would anyone be interested in playing?

Possible players so far:

  • Ciel
  • Alex
  • Anke
rowyn: (content)
Update: Game is currently full! Feel free to email if you would like to get on the waitlist should any spots open. n_n

It's been a long time since I ran a play-by-email roleplaying game, and I want to do so again.

Here are the core ideas for the new game:

* The main plot is ROMANCE and RELATIONSHIPS. This will be a game about characters falling in love and forming strong personal bonds with other characters (PCs and NPCs).
* The game will have subplots that revolve around other things -- defeating bad guys, averting disasters, rescuing people from danger, etc. -- but these will be (a) subplots and (b) not serious threats to the safety and well-being of the PCs. Players will never be required to come up with brilliant plans or solve mysteries or unravel puzzles in order to overcome obstacles.
* Nobody has to pick Just One Significant Other: polyamory is fine. Monoamory is fine too if you want to go that route.
* Queer characters of all flavors are encouraged.
* PC vs PC actions are generally discouraged and actively trying to harm other PCs is prohibited.

My PBEM games tend to start strong and then peter out over the course of a few months, so this is something to bear in mind. The purpose is to enjoy the ride, not to get to a particular destination. n_n

PCs:
* The PCs are all extra-dimensional aliens
* Players get to make up the species and culture for their own character (or you can make up a species/culture to share with other players, as you prefer.) You can be a dragon or furry or shapeshifter or whatever you like. Looking exactly like a human is discouraged, but elves or Star-Trek-alien looks are fine.
* Do bear in mind this is a romance-oriented game. Making a PC that would be repugnant to you is discouraged.
* There is no need for PCs to be perfect or flawless, but they should be generally well-meaning and sympathetic.
* Each PC gets unique powers. These should be thematic (eg, "all my powers are connected to electricity" or "I control plants in various unnatural ways" or "I am a shapeshifter", etc.) and versatile. Themes should not be overly broad (eg, "I cast magic spells, which can do whatever I think would be useful in a given situation" is too broad.)
** Powers can have combat effects but your powers should be more versatile than just fighting. Fighting will not be played out in detail or with die rolls. This is a romance game; any combat is just going to be to provide drama and backdrop.
** Players will make up their characters together to avoid unwanted overlap in abilities and so that everyone has roughly the same power level.
** Alien species are, in general, much tougher and harder to hurt than humans.
* The PC species/nations are members of the Interdimensional Alliance, a group designed to promote peace, stability, and inter-species cooperation across the interdimensional network
** Historically speaking, "promoting peace, stability and cooperation" has not gone as well as the IA would like. But they are all working VERY HARD ON THIS OKAY
* The PCs are a small group of good friends who have been attending the Interdimensional Alliance University. IAU has secured an internship for them on a world that is a recent addition to the IA: Earth.
** Earth is considered a kind of paradise by most of the IA worlds.
*** It's full of humans, who are regarded as natural experts on bonding, forming strong relationships, cooperating, and maintaining peace.
*** Humans will make friends with anything! Animals, aliens, computers, rocks, whatever, they just want to be friends. SO PURE.
*** There are BILLIONS of humans living on JUST ONE WORLD and they haven't wiped each other out! It's AMAZING.
*** Humans are also super-adorable, just the cutest things
*** And they are SO HUMBLE! They have no idea how great they are! (Typical human: "Literally the most terrifying thing about the aliens is that they think WE are a good example of international harmony.")
*** One theory on humanity's unusually cooperative nature is that they're so fragile they can't risk getting into fights with each other. Or maybe it's that they're too cute to fight each other? SO ADORABLE.
* The IA has been trying to protect Earth from being overwhelmed by (a) interdimensional visitors who are eager to experience HOW COOL humans are and (b) interdimensional invaders who might hurt humanity and/or convince humanity to wall themselves off from the IA. So the PCs all consider themselves very fortunate to secure visas to Earth.
* The PCs are ambassadors, on Earth to show humanity that other dimensions have people who are good and helpful.
* Despite the IA's wish to shield Earth from the worst of other dimensions, Earth does have some aliens already. Several years ago, Earth took in a number of refugees during an interdimensional crisis. ("See how wonderful humans are??? They'd barely even discovered other dimensions and they opened their world to help other sapients!")
* Players are encouraged to provide the GM with their character's goals, the conflicts their characters might have while on Earth, and challenges that would interest the player. This is a game about relationships, so conflicts exist just to give PCs an excuse to meet people and interact with them in a fun framework. Conflicts can be things like "my anti-social younger sibling has followed me to Earth and now I have to keep them from causing trouble" or "I want to defend Earth from evil extra-dimensional enemies" or "I want to work with humans in search-and-rescue" or "My power makes solving mysteries easier so I want to do that".
* PCs should pick a role/job on Earth. You might be attending classes at an American university, or you might be working with a charity, or a first-responders team, or doing engineering, or some other job that your power set makes you well-suited to. Your PC's role is another place to find people with whom to build relationships.
* Although the PCs are all on internships courtesy of an academy, PCs are not required to be young adults. You can be a non-traditional student.
* If players have particular preferences -- "I want to play a catgirl who falls in love with a dragon" -- do let the GM know. This applies to tropes that you like, too ("I want to do 'enemies-to-lovers'" or "I like hurt/comfort" or "can we have them check into a hotel and they have to share a room but there's ONLY ONE BED???"
* In the past, my PBEMs have all been "post whenever you like, as much or as little as you like, try to check in at least once every day or two". I will probably stick to this unless all my players want a different format. If players know that they are likely to have a certain response rate, you may think about baking that into your character concept. "I tend to respond furiously for a few weeks and then fall completely out of the loop for a week, so I will play a hyperactive ferret with bouts of narcolepsy." Or "I am going to respond every other day, consistently, no matter what everyone else is doing, so I will play an Ent-like character who doesn't understand why this hyperactive ferret is in such a rush all the time." Or "I'm afraid I might have to drop out partway through, but I want the option of rejoining if so, so I will start my character out with 'potential for family emergencies that may recall them home for an indefinite period'."

Setting
Alternate Earth, aka the World of Lightness
Differences from the Earth we all know and are stuck on:
- No global pandemic
- No terrible politics
+ Occasional problems with rogue extradimensional aliens
+ In the early 2000s, humans in general gained a very low-grade psychic power of "empathy". Humans are now unusually good at both distinguishing and valuing the feelings of others. This led to decreases into xenophobia and generally made people kinder to one another. No one knows for sure what happened or how or if it could be done again; the prevailing theory is that an avant-garde social-networking experiment turned really WEIRD at some point.
+ In 2012, Earth took in ~150,000 extradimensional refugees, who were escaping from a war that laid waste to seventeen worlds. Most of these refugees are now living in the American midwest, although there are some spread through the rest of the world. These refugees represent many different species and different cultures within those species. They've integrated with human society much better than one would expect.

~

I will run for 1-5 players. More specifics about the game will evolve from interaction with the players -- I want to know what kinds of characters and subplots and suchlike people are interested in within this framework. If you'd like to play, drop a comment / private message / email. My gmail account is ladyrowyn.

Thanks!
rowyn: (studious)
Talking about using Discord for an RPG reminded me of how the media in which I play a game shapes the game. Every medium has its own strength and weaknesses. For example:

Face-to-face: In-person games have great advantages in speed. It's much faster when you can see and hear players clearly. You can use physical props readily: miniatures, dice, and game boards are easy to use in-person. But there are disadvantages to face-to-face: there's no built-in, automatic record of game play. You have to schedule a time and you can only play with the people who show up. During play, the GM either has to prepare for a variety of different player choices, or limit player choice, or be good at improvising. I find game play less immersive in person: it's hard for a GM to play multiple NPCs at once who are presenting different perspectives or arguing with each other. It's also hard for a player to convincingly play characters who are very unlike the player.

Video or voice-based games: I have little experience with these, and what I do is mostly "this is an inferior version of face-to-face." The only advantage I know of over face-to-face is "you don't have to physically get people in the same room". If there are others, they've eluded me.

Online scheduled games: My own experience with this is mostly on MUCKs, but it's played similarly for me on other text-based chat clients. This style approximates face-to-face in that participants all show up at a scheduled time, all play and respond to each other in real time, and stop playing at the end of the session. The advantages of this style: it's easy and natural for the GM to switch between characters, and participants can easily be characters who are nothing like themselves. The GM still needs to prepare/improvise, but usually has a little more time to think between actions, because play is slower. Disadvantages: play is slower (everything has to be typed). There are "virtual tabletop" tools out there; I don't know if these come close to the ease of setup of real props now, because I haven't tried them in years.

Online unscheduled synchronous games: This is the MUCK style of "you show up when you want to roleplay and play with whoever's there". I have never found this to be a very satisfying model of roleplay, because it's hard to tell a story when you don't know who will be involved in it or for how long. Sometimes this encourages burnout -- people who are hyperinvolved and always on and always playing until they flame out after a few months. But I've known other people who made it work. The main advantage over scheduled is in the name: you don't have to schedule play.

Email or forum-based games: These play fairly similarly in my experience. Participants play by posting to the email group or forum. Play is asynchronous: you send a post to the group and you get responses hours or days later. Email is good for games that are driven by conversation or player actions that don't require die rolls. They are terrible for games with a lot of combat or anything else that requires die-rolling. It's good in that you don't have to schedule a time for it, and bad in that it can result in burnout -- people can't look away from the game for fear it will get away from them.

Discord is an interesting medium for a game because a Discord chat group has a persistent history. MUCKs and many chat clients only show you the activity while you are connected to them. Discord will let you scroll back to the start of the chat, if you want.

Discord can be set up to give notifications, or not, so it's easy to see if a chat is active or to ignore it.

For various reasons, my own preferred play is unscheduled and asynchronous. I am generally okay with responding in a time frame of "several hours" and run into issues when it's "a few minutes".

And I am thinking: how do you structure a story so that it best accommodates my style of play? For example, I know that if I want to play a combat-heavy dungeon stomp, I'm best off doing that face-to-face.

But if I want to have a game where:
* Play is unscheduled and unsynchronous
* Participants are involved at varying levels of commitment: some people respond quickly, some respond slowly

What kind of features built into the story will best enable that?

One thing that I discovered while playing with Bard Bloom was that telepathy among the PCs was extremely useful for keeping a game active. All the players could talk to each other without the GM needing to be involved in the conversation, even if the party was presently split up.

Splitting up the party had advantages in forum/email play that it doesn't have in most other forms of play: it allows the GM to interact with each player on that player's priorities, without them getting trampled over by players who respond more quickly. This requires a pretty active GM. In theory, you could get this same effect in Discord by splitting the party between different chat channels. I'm not sure how well it would work in practice.

Mostly, I am thinking about story features like "telepathy": things you can set up so there's an in-character explanation for something that is useful/needed due to out-of-character reasons. What if there's a story explanation for why characters are more or less active at different point in the story, for OOC reasons? One of my friends used to play a game where the characters all had a curse that sometimes one or more of them would turn into a gemstone, and the other characters would have to protect them. The "curse" took effect if the player was absent that week. This isn't a very compelling storytelling hook by itself, but it's the kind of thing I'm thinking about. What if the game took place on an astral plane, and characters act at different speeds depending on arbitrary factors (that amount OOCly to "how available were various participants?") How do you structure this so that players don't feel like they're disadvantaged if they're not around as much?

Anyway, I am kind of stuck on what kind of stories lend themselves best to the format, and what kind of system. So I wanted to write this out and see what other people thought. :)
rowyn: (Default)
I'd like to run a Choose Your Own Adventure-style game, probably on Twitter, possibly in parallel on Dreamwidth & Mastodon.

The game will be a fantasy romance. Other factors -- player gender, orientation, social status, species, central conflict, etc. -- will be chosen by poll. Whatever is most popular in the set-up polls will determine the game's beginning.

Gameplay will be a handful of tweets per day or so: a couple hundred words, max. There'll be a poll to determine what the protagonist does next. But with the gameplay polls, I will roll % to determine which option wins. This way, players can write-in options and those will have a chance of happening.

I will reserve two (2) GM Fudges Roll options, where I can pick the winner myself because I like a particular write-in option. I'll only do this for write-ins, and only if I think the write-in is good for the protagonist. If/when I do this, I'll announce it.

If there's interest on any given platform, I'll run the game in parallel. Each game will have the same start, but Dreamwidth polls and comments would only direct the Dreamwidth game. Twitter polls and comments could take the game in a different direction on Twitter. The same people can play on multiple platforms, I don't care.

This post is to gauge interest -- if you'd like to play, leave a comment.

* I am going to continue to mirror DW to LJ. People leaving comments on LJ will count as playing in the DW game. I don't think the polls will import to LJ, though, so you'll have to come to DW if you want to vote in a poll.
rowyn: (Default)
Everyone ends up with their own pet peeves in tabletop gaming. One of mine, which has annoyed me since I started gaming 38 years ago, is "character creation choices that require the players to bet on how long the game will last."

Most games are short-lived. I haven't made up as many characters for games that never started as I have for ones that have, but the ratio is probably no better than 1:3. Many games that make it to one session do not get more than one. The campaign that goes on for years is the outlier. Moreover, you never know which you're going to get when you're making up a character. Plans for epic story arc campaigns often die after a few sessions. The game where my character gained the most power, from starting level to finish, was advertised by its GM as 'a half-assed playtest that will peter out after a week or two.' Mirari and Game of October were both intended to be short-term games and both ran for 2-4 years and had more than a hundred sessions each. The only sense in which they were "short term" was that they each ended at the completion of the game's full story arc. ("Just Trust Me", which took several months to finish, was as close as I ever got to running an actual short-but-complete game).

My point: I can tell you many things about a game during character creation, but "how long will it last" is SO not one of them. And yet many games have things which are in place nominally for "character balance" but in practice are only "balanced" if your game is lasts for exactly X sessions. In original AD&D, the nonhuman races generally had stat advantages but in most cases had harsh level caps. If your game didn't last past level 5, the elves and half-orcs were clearly better. If your game lasted to level 18, they were at a vicious, hideous handicap. (If your group actually played with level caps. I don't know anyone who did.)

Most of D&D descendants don't take approaches quite this dramatic, but I still know many systems where you can take a short-term handicap to get a long-term advantage. "Your character is a Quick Learner: pay 10 xp now and get +1 xp per session." Or conversely: "You are a Slow Learner but you've studied hard to get this far: you get an extra 10 xp to spend now but will get -1 xp per session". Sometimes the abilities themselves are like this: "the skill is useless at the starting level but it's great once you've built it up." "This skill starts out great but it doesn't improve at all with experience, unlike other skills." Vampire: the Masquerade did this thing where your max power was entirely determined by your generation. If you didn't buy the lowest possible generation at game start, your character could never become powerful -- but if you did, you had few points left to be competent at the outset.

It's like the designers think "well, you can trade being great now for being great later, that's balanced." Except that I don't know if later exists, and if later does exist, I have no idea how much later there will be. It's like being told "plan for your retirement: you have about a 40% chance of dying tomorrow and a 1% chance of living 2000 years, and we're not going to tell you the odds of the possibilities in between, and no, you can't get a job again later if you don't save enough. GOOD LUCK." Systems like these always make me feel like the game hasn't even started yet and I've already lost.

I usually make the bet that the game will last for years, when some system makes me do it. I don't think I've ever been right.All my games that lasted for years weren't in systems that did this.

That may not be coincidence, come to think of it.

Nothing in particular motivated this, just thinking about game systems. So what are your tabletop peeves or preferences?
rowyn: (studious)


I finished the first draft of Birthright today! \o/

It needs All The Editing still: this is the roughest draft I've ever finished. But I told myself that I would take a break from this book once I finished the draft, so I do not plan to begin editing it for at least a month or so.

I talked to Bard about its book series, Mating Flight, and it struck me that an astral dragon mating flight might make for a fun RP setting. For those not familiar with the setting (available at Amazon! First book here! also serialized on [livejournal.com profile] sythyry), a "mating flight" consists of 9 dragons: 3 females, 6 males.  The females compete for the right to choose first for a husband among the males, and the males compete to be the first dragon chosen.  The dragons have vast magical and physical powers, and are stereotypically interested in hoarding rare and valuable items, in controlling territory (which only mated pairs may do), and in amassing honor (more-or-less defined as "demonstrating one's physical prowess" and "respecting the rules of draconic society".)  The mating flights stereotypically compete based on physical and sexual prowess.

If I ran this as a game, players would make up some of the dragons on the flight, and NPCs would fill out the rest.
I will see how much interest there is and then decide if I want to run it, and talk to the players about how they want the game structured. Some possible options:

  • Mating flight entanglements and competition: PCs compete with other dragons of the same sex for the highest position in the flight and the highest-quality mate.

  • Mating flight trainwreck from within: for whatever reasons, the PCs and/or NPCs are unfit for a standard competition. Dragons try to hide their faults and make a show of it, and the story is mostly about "will they succeed in disguising their weaknesses or will they have to find a way to make the life they want work?"

  • Mating flight trainwreck from without: External forces derail the mating flight, forcing the dragons to deal with the petty  problems of other people, instead of their own petty problems.

Other possibilities also open!

Note: while the mating flights do compete on sex, I would not expect the game to have explicit sex any more than the books do. It'd be about relationships and character choices, not erotica.

I backed the Kickstarter for Storium ages ago, and never gave the site a try. So I might try running a game there. Use of the site is free, though I think there's some advantages to having a paid account. If Storium looks too awkward to use, I'll use a Google group for it, as I've done in the past. In either case, it'll be a play-by-post game, and I'd expect players to post once or more per day.Past experience has been that my games run with great enthusiasm for a few weeks and then peter out before the story arc is complete. So think of it as about the journey, not the destination. O:)
If you'd be interested in playing an astral dragon, leave a comment! Or you can email me (my Gmail account is LadyRowyn) or tweet me on Twitter, or whatever's convenient.
rowyn: (Me 2012)
This will be a PBEM RPG because my neuroses are rather incompatible with synchronous play. Apologies to those of you who don't like asynchronous play. :/

I've got two concepts I'd like to run, and I'll give more details about both of them under the cut-tag. Short version of each:

* Power Enslaved: The PCs are god-like beings held captive by NPCs, their powers largely controlled by their masters. The campaign will be about the PCs figuring out the details of their situation and what they decide to do about it.
* Three Forks: A World Tree game set in the lower branches, where a new prime colony-city is attempting to live more-or-less peacefully with its nonprime neighbors. The campaign will be about the PCs living and working in this area and generally trying to preserve this peace. PCs may be either primes or nonprimes.

Both games will run rules-light: I plan to avoid die rolls and combat situations. Gameplay will revolve around what the players decide to do within the constraints of the game (choosing to help faction A instead of B, for example). I want the game to be varied based on player choice and ingenuity rather than die rolls.

The Three Forks game will use World Tree rules when it's necessary to involve them. (Including beta rules created by the Blooms for playing various nonprime races). For the Powers Enslaved game, I'll write up a general character generation guideline by which you'll make up your character and have an idea what your PC can and cannot do. Close situations may be resolved by die rolls, but mostly you'll be able to describe what your character does and only need GM feedback to give information about the results or NPC reactions and so forth.

My experiences with PC vs PC conflict have been largely bad, so characters will be designed with the intent that the PCs will get along reasonably well and not have opposing goals.

If you're interested in playing, please leave a comment below or email me (my gmail account is LadyRowyn) with the following:

a) Which setting(s) you're willing to play in
b) Which setting you'd prefer (if you have a preference).

Thanks!
Setting Details! )
rowyn: (current)


Saturday, Lut and I both went over to Fred's place for boardgames, with Steve (whom I'd met Thursday at Tabletop) also joining us.  We started off with Trajan, a worker placement/resource management game that most of us hadn't played before. It featured a curious Mancala-like mechanism for selecting your next action. I quite liked it, enough to request that we play it a second time. I won the first game and came in last the second, having completely failed to successfully pursue a new strategy.

 

After that, we went old-school with a game of Titan. Fred, Lut and I have all played tons of Titan, most of it many years ago. Steve had never played before, and was pretty lost for most of the game. I had forgotten how long Titan takes to play with four fairly cautious players. I've played lots of games with Telnar where he trashed me in under an hour, but this one went for two and a half before we simply called it after I knocked Lut out of the game. And even taking that long, no one actually made it to recruiting dragons or giants, though Lut had gotten one unicorn. Still, had a good time with it.

 

Sunday, I went to Tyson's. Tyson had been making noises about running a tabletop RPG for the last few weeks. I am not very enthusiastic about tabletop RP, or about being a PC, but last week he had out an RP book for Monsterhearts, which is kind of "Buffy: the RPG". The PCs are highschool students of various supernatural archetypes, and the system is simple and social/romantic/storytelling in orientation. +Terrible Butterflies+ has proved to me that I have a fondness for Supernatural Teen Angst, so I told Tyson, "Okay, if you want to run *this*, I'm up for it." Rebecca was also interested, and Nick and Brett were fine with it, so this week Tyson started the game.

 

Character generation took an hour or so, most of it with the players deciding what archetypes to go with. Picking abilities and whatnot was pretty straightforward. We played for a couple of hours, which was quite fun. Tyson had an interesting mechanism for GMing, which I think he'd borrowed from another gaming system. He'd go around the table with questions for each of us, to flesh out the setting. Eg: "Camilla: you were the last person to see Angela last night. Where were you and why did she leave early?" It was a good tool both for giving the players some input on the setting and for taking some of the 'make stuff up now' pressure off of the GM. During play, the PCs tended to focus on their own little arcs, but Tyson was good about taking turns with each of us, and the players were  good about trying to drag other PCs into their arcs.

 

The game mechanics encouraged party interaction with a mechanic called 'strings'. Each PC started by having some Strings on other PCs and NPCs, and by some other PCs having strings on them. Various game-mechanic things would let you spend a string to influence that character or rolls involving that character. Eg: Kyle spent a String that he had on Stark to get Stark to help him with a revenge ploy. From a character perspective, it's good to have Strings on other people and bad for other characters to have Strings on you.

 

From a player perspective, I thought Strings were just good, regardless of direction -- having my character in debt to someone else mainly meant 'increased likelihood of interesting stuff happening to me'. For example, Nick got to pick a PC to have a crush on his character and thereby get two strings on, and chose mine. So I got to spend the session with my character mooning after his and helping his PC out, which was more fun than anything I'd have come up with on my own.

 

The archetype I selected was "The Queen", which is also 'the popular girl' and doesn't have a lot of supernatural power.  I picked it because (a) I have never been 'the popular girl' in RL, and (b) I've never really played that archetype, either. The archetype sheet lends itself to the nasty version of 'popular girl', the clique leader that spurns and destroys the outcasts. I didn't go this route, partly because I am terrible at playing mean people and partly because my most vivid recollection of a girl in my school that everyone liked was one who was super-nice. So I generally tried to play her as kind and caring even with people she'd turned down. I am not sure this was the best choice from an 'interesting character with problems' standpoint, but we'll see. My character's clique is her rockband. I kinda want to dress IC for the next session, but I'm not sure how she'd dress, or if I own the kind of clothes she'd wear (jeans and t-shirts aside). Hmm.

 

The GM wrote up a game summary, so I figure I'll post that in a separate entry, along with some snippets from the game. (I am not going to try to recap the whole game, after seeing how long that took with the one session of Little Fears.

rowyn: (huggy)
Kristi convinced Adelaide's mom as well as her own parents to let Adelaide sleep over. Kristi's own father worked the night shift, and her mother went to bed around nine. At about eleven, they prepared to sneak out: Kristi dressed up like a ninja, all in black. Adelaide was as quiet in sneaking as she was in class: she went out the window and climbed down the adjoining tree with perfect balance, helping Kristi along as she went. As they walked to the rendezvous, Adelaide munched nervously from a box of Wheat Thins.

Natalie and Matt had an even easier time getting out. Their parents mostly ignored them, leaving them to the care of their crazy-cat-lady nanny. She cooked for them: sometimes magnificent meals like grilled salmon and risotto. And sometimes ... more inexplicable dishes. Like tonight's macaroni with liver, and Cheez-it loaf.

They were too anxious to have eaten much anyway.

The four of them met on the street leading to the abandoned mansion, and were surprised to find Jim and Mark there too. "I figured it'd be like an adventure," Jim said. "I brought everything we'd need in my backpack -- rope, my phone, flashlight, lantern, kerosene, lighter, canteen .... "

"Bobby!" Natalie cried out, as the little boy came running up too, wearing his soccer shinguards like armor. "What are you doing out this late? You shouldn't be out by yourself!"

"But I had to make sure you were okay Nattie!" Bobby insisted. Natalie bent down to rig a tether for him, tsking. It was too late to send him home. And besides, it's not like any of us should be here, Kristi thought to herself, clutching Adelaide's hand. Adelaide crunched on another Wheat Thin.

As the seven continued up the hill, a movement from the side caught their eye, and they turned to see a lone figure emerge from the shadows at the wheel of a vehicle.

It was Wayne, wearing Batman footie pajamas, in his pedal-powered batcar. A cape made from a blanket tied around his neck fluttered in the breeze, then fell around his shoulders as he pedaled to a stop beside the group.

"... okay, who brought Batman?" Kristi asked.

"I think he brought himself," Mark said.

Natalie made a tether for Wayne, too, and passed the handle for it to Kristi. Together, the eight of them made their way to the yard of the abandoned house.

Kristi looked around nervously. "Did Scotty say to meet outside or inside?"

"Outside," Matt said.

"Okay well we're here and he's not so I guess he chickened out let's go," Kristi said.

"I'm here." Scotty stepped out from the woods surrounding the property, with five of his friends at his back. "I see you were too cowardly to come alone."

Kristi eyed Scotty's friends, all 5th-graders like him. "So were you."

Matt glanced over his own collection of friends, all younger and some of them less than half Scotty's size. "Well, if you're afraid to face Batman in the dark ... "

Scotty crossed his arms with a sour look. "I'm not the one who's a chicken. So here's what you're going to do, if you wanna prove you're not a coward. You're going to go into that house, go to the basement, flash your light through the window so we know you're there, then go to the attic and do the same."

Adelaine and Mark both looked terrified at the very mention of this.

"What we're gonna do?" Matt repeated. "What about you?"

"I'm not the one with anything to prove," Scotty said.

"So you admit you're too scared to do it yourself?"

Scotty started to say something, then snorted. "Fine. I'm not scared. I'll go in first."

Adelaine clutched at Kristi's hand, looking like she wanted to stop the other boy even if he was a mean bully. But no one did. The kids stood on the grounds outside the house, watching as the red-haired kid disappeared inside. A minute later, a light flashed through the basement window. Adelaide squeaked a little.

Mark muttered to himself, "He shouldn't go in the attic, it's not safe in the attic."

"It's fine," Kristi said, patting Mark's back in reassurance. "He's gonna be fine. We'll be fine. It's just a house. Here, hug Cthulhu." She took her stuffed toy out of her backpack and passed him to Mark, who clutched at it and did not look comforted.

Minutes passed. No light shone out of the attic window. Scotty did not come back out. Wayne started cutting away at his tether gradually, with a pair of fingernail clippers. "Stop that," Kristi said. "Batman doesn't break things."

Jim checked his smartphone. "It's been twenty minutes," he said finally.

"This is crazy," Matt said. "He should have been back by now. I'm going in after him."

"No," one of Scotty's friends said. "It's cool. I'm sure he's fine. Give him another ten minutes."

Not entirely persuaded, the kids waited.

Five minutes later, a terrible scream pierced the night, like the wailing of a woman in agony.

Scotty's friends took off in a panic.

"Call 911!" Kristi yelled at Jim.

"We can't call 911!" Mark said. "None of us are supposed to be here!"

Matt said, "And they'll just think we're pranking them, if we tell them we heard a scream at night by the haunted house."

"It doesn't matter if they think it's a prank, they still have to send someone!" Kristi said.

"Maybe Scotty is pranking us," Jim said.

Wayne gave up on waiting for the others and charged for the front door, snapping his weakened tether. Kristi tried to intercept him, but the little kid easily evaded her lunge.

Bobby followed in Wayne's wake, pulling Natalie stumbling along behind him. As Wayne vanished through the mansion's front door, Bobby reached the porch. It caved way beneath him and he fell into the basement below.

"Bobby!" Natalie fought to keep her balance at the edge of the hole. Jim and Matt tried to tackle her to keep her from falling, and instead sent all three of them tumbling in after Bobby.

Through good luck, though they suffered a few bruises, no one was seriously hurt. They got out their flashlights and called up "We're okay!" as the kids above yelled down at them.

Adelaide, Kristi, and Mark advanced more cautiously on the porch, skirting the gaping hole. "Jim, throw me your rope," Kristi yelled. He tossed it up, and Kristi tested the posts of the porch and railing for something sturdy enough to tie it to. Everything felt rotted and weak. "This is a death trap ... I can't believe it hasn't fallen down already. I can't find anything safe to secure it to."

"We'll find the door up," Matt said. "Don't worry!"

Kristi threw the rope back down. Wayne had vanished into the house. "Okay, we'll go in and look for the entrance from the first floor."

Jim and Matt shone their flashlights around the basement. The basement was full of wine racks -- row after row of them -- but no bottles. There was no door visible, but stacks of wooden crates were piled against one wall. Detritus and cobwebs littered the dusty floor. An old moosehead was mounted on the wall, something metallic glinting in its mouth. Natalie checked Bobby over to make sure he was all right, scolding him for running ahead of them.

A flash of something blue by the crates caught the attention of the older boys. "What was that?" Matt whispered.

"I don't know," Jim said. "One of the websites said that this house used to have a beersoul."

"A beersoul? What's that?"

"It's like a brownie for wine cellars. They'll take care of your stuff, keep it in order and clean and make sure nothing happens to it. But you have to give them a pint of beer a day, or ... "

"Or what?" Natalie asked.

"Or else." Jim gave them a meaningful look.

Matt gave the moosehead a closer inspection, putting his hand into its mouth. He retrieved a metal flask, like the one Mr.Jacobs carried, but much older. Its cap was rusted shut, but something was sloshing inside it.

A blue face appeared behind the crates, yellow eyes glinting ferally at the kids. Natalie hugged Bobby to her chest so he wouldn't see. Jim swung his flashlight to catch it in the full beam, but it darted out of sight again. "Something's there."

Matt tried to open the flask, but it was stuck fast. He got out the plier attachment on his swiss army knife and wrenched at it, but only scored the metal around the lid.

"I'll help you with that Mattie!" Bobby broke free of Natalie's grip and took the flask, wrenching it open. Alcohol fumes wafted out. "There you go!"

"I loosened it first," Matt mumbled.

A plaintive, drawn-out whimper came from the crates. Matt handed Bobby back to Natalie and advanced on the boxes, holding out the flask. He put it down where they'd seen the face, and stepped back.

A blue furry creature, looking a bit like a cross between a chimp and a dog, snatched up the flask in both paw-hands and drank it down, making tiny slurping contented noises. The children stared with a mixture of terror and fascination.

Natalie broke the silence first. "It's so cute!"

Bobby squirmed about in her arms. "Ahhh MONSTER!" He broke from her grasp and charged it.

Matt tackled him to the ground. "No, Bobby, don't!"

"Are you a beersoul?" Jim asked. The furry blue creature nodded. "How long have you been here?"

"Man many years," the creature said. "All dry, so dry, so very dry. Now at last! Drink again." He waved the flask happily. "Thank you."

"It's not a monster, Bobby," Natalie said, as Matt let Bobby up. "It"s a magical talking puppy."

"Puppy?" Bobby said. He peered at the beersoul, then ran over to it and began patting its head. The creature's mobile ears splayed out to either side. "Can you do magic?"

The beersoul nodded, and spread its arms. Candles in sconces the children had not noticed earlier lit up, flooding the room with a soft golden glow. The dust and debris in the room swept from the room, billowing from the hole in the porch in a mass of cobwebs. Planks flew upwards to nail themselves neatly into place, repairing the hole like a master carpenter.

*

From the front hall, Kristi, Adelaide, Mark and Wayne could see through the open front door as the cobwebs billowed up for no apparent reason, and heard the sound of wood hammering into place under its own power.

They freaked out.

"They shouldn't have gone into the basement!" Adelaide wailed. "There are always monsters in the basement!" Kristi stared in stunned disbelief, clutching her stuffed Cthulhu. Wayne shrieked. Mark worked to calm them down, and after some moments he got them to stop panicking.

"We have to get them out of the basement," Kristi said once she'd calmed down, starting for the stairs leading down.

"No!" Adelaide grabbed her arm. "You can't go in the basement! You don't know what might be down there!"

*

In the basement, the beersoul was moving the crates for the kids. At their request, it showed them the contents as well, ripping crates open with three-fingered taloned hands. One box was full of old books: an antique family bible with a family tree in it, an ancient picture book of fairy tales that Bobby seized on, and several other old and valuable-looking volumes.

Another crate held alchemical supplies. Jim dug through them while the beersoul opened another crate. He couldn't tell what must of the supplies did, but he found a ceremonial-looking knife, with the groove down its center streaked by rusty brown. Jim pocketed the knife, and next found some notes. "It says Mr. Vernon was using these for scientific experiments based on practices by ... African slaves in the Caribbean," Jim said. "... the last page says that his first subject was going to be 'to save my unfortunate daughter, Claire.'" Jim turned to the Bible and flipped to the family tree. "It says Claire died at four months."

The next crate held a tiny coffin.

The kids didn't open the coffin.

Kristi and Mark came down through the now-cleared doorway, having left Adelaide upstairs to protect Wayne, or possibly the other way around. They watched the beersoul in wide-eyed amazement.

"What was Mr. Vernon doing?" Natalie asked the beersoul in a hushed voice.

"Bad things. Very bad things." The beersoul shook its head. "Putting souls into inanimate things."

"Is this all of his experiments?"

"No. Others in the attic."

"... what's in the attic?" Matt asked.

"Things I not let him keep here," the beersoul said.

"We are NOT going to the attic," Mark interjected.

"He was bad man," the beersoul said. "Very bad. They took Master Vernon away. But then they brought him back."

Kristi swallowed hard. "... how many pieces was he in when they brought him back?"

The beersoul counted, slowly, using both hands. "Six."

"... Scotty's on his own let's go home," Kristi said.

"Have you seen another kid tonight?" Matt asked. "A red-haired boy, few inches taller than me?"

The beersoul said, "Boy appeared at top of steps, shone light through, went back up."

"That cheater!" Kristi exclaimed. "He didn't even come down here."

"We still have to find him," Matt said. The kids started trooping up the stairs, the beersoul following them. Adelaide stared at the strange creature as it reached the top, then offered it a Wheat Thin.

The beersoul took the Wheat thin and turned it over, perplexed. "Thank you?" Adelaide demonstrated by eating one herself.The beersoul ohhhed and put it in his mouth. He gave a big artificial smile, turned around and walked past the other kids, and spit it out as soon as he was out of Adelaide's sight. He put the cracker in a pocket with an expression between confused and appalled.

But before they left the basement, Natalie turned to Matt. "What about him?" She pointed to the beersoul. "We can't just leave him here."

"He does need a can of beer every day," Jim said.

"That's less than Bobby's uncle," Matt pointed out.

"We have a wine cellar," Natalie said. "He could stay there. Our parents order more liquor after every party anyway. They'd never notice one drink a day."

The beersoul brightened at this prospect, long ears pricking.

"Well ... all right."

After Natalie gave him the address, the little blue furry creature put a blessing on Matt's swiss army knife in thanks. Then it hurried away, speeding out into the night.
rowyn: (studious)
At school, the principal reprimanded both Jim and Scotty, one after the other, for causing trouble on the bus.

Bobby's teacher took him aside before class to try to calm him down and clean out his hair. "I used to get bullied too," the teacher told Bobby as she brushed his hair.

"By Scotty? He's a big meaniehead!"

"No, no, when I was your age. By other bullies." The teacher smothered a laugh. "You just have to learn to ignore him. Don't give him what he wants."

Class went smoothly for most of the kids, though Adelaide got yelled at by her teacher for reading during class instead of paying attention to the lesson.

*

During recess, Mark stole over to Kristi as she and Adelaide were playing with Kristi's plush Cthulhu. "Hey, um, Kristi?"

"Mmmm?" Kristi looked at him.

"I overheard some kids talking about Scotty ... no one pays much attention to me so I hear stuff ... and he's telling everyone that he and his buddies are gonna get the 'boy scout' and 'that girl with the squid doll' after school."

"It's not a squid -- oh." Kristi stopped to consider the implications of this. "... thanks for warning me." What am I going to do? I better talk to Mrs. Wilson. Maybe she can help. Mrs. Wilson was Kristi's teacher and her favorite adult in the world.

Mark gave an embarrassed shrug. "''s okay. I was gonna tell Matt too."

Matt was with his twin, Natalie, and Bobby was clinging to her leg when Mark let them know. "We'd better all stick together, then," Matt said, and crossed the playground to talk to Kristi. "Hey, do you want to sit together with us on the bus? So Scotty can't catch us alone."

Kristi blinked in surprise. "Really? You'd do that for me?"

"Sure."

Kristi smoothed down her skirt, flustered and pleased by the novelty of some kid being randomly nice to her. "That sounds like a great idea. Thanks."

*

Meanwhile, Bobby -- having overheard the gist of the problem from Mark and Natalie -- decided to take matters into his own tiny hands. He snuck up on Scotty in the playground and kicked him the shin. Before Scotty could exact revenge, the teacher on recess duty swept in and carted Bobby off to the principal's office.

Bobby was used to being sent to the principal's office by now; he was always getting in trouble for one thing or another, no matter how much he wanted to do well in school. The principal called Bobby's mother to have him pick him up for being disruptive. When she arrived, the principal explained, "He attacked another boy, ma'am."

"He was mean! He blew snot in my hair," Bobby protested in his ow defense.

His mother turned to the principal, purpling in anger. "Some boy put bodily fluids on my son and I was not informed?"

"Now, Mrs. Leon, I don't think -- " the principal raised a placating hand.

"Obviously you don't! Has this other boy been tested? Do you have any idea what diseases he could have? I demand a Hepatitis B test! How dare you subject my son to this kind of environment!" For a solid half hour, Mrs. Leon delivered a paranoid and overprotective rant on the evils of germs and the failures of the public school system in general, and for that matter the kind of language her son was learning, until at last Bobby interrupted her.

"Mommy mommy I wanted to know! Is BJ a bad word? Because it's only two letters ... "

Mrs. Leon looked blank. "Where did you hear that, baby?"

"From Uncle Clyde ... " Bobby drummed his hands against his knees, thinking hard. "He said ... he said ... ohh ... 'I gotta go to the hoe-house and get me a -- '"

Mrs. Leon turned from purple to white. She grabbed her son's hand. "We have to leave now. Excuse me." She hauled her son from the room, muttering, "You're not allowed to see Uncle Clyde any more, understand?" As soon as they were outside, the principal closed his office door behind them, then locked and bolted it for good measure.

*

At noon, the kindergartners and pre-schoolers went home, while the older kids ate lunch. Natalie happened to see the teacher on duty loading the toddlers onto the bus to go home; the teacher had Wayne on a tether connected to her wrist to keep him from wandering off. "That's brilliant," Natalie said, marveling. "I need that!"

*

Kristi cornered Mrs. Wilson during the lunchbreak to talk to her about Scotty. "He's horrible! He's threatening to beat me up. What am I going to do?"

"What happened, dear?"

"Well, he says I broke his retainer."

"Did you?"

"... maybe kinda."

Mrs. Wilson raised her eyebrows.

"I stepped on it."

"So it was an accident?"

"Not ... exactly. But he was picking on Bobby! And he's like twice Bobby's size! I had to do something."

Mrs. Wilson sighed. "I know, dear, but you can't go breaking his things."

"What am I supposed to do? Just let him beat up little kids whenever he wants?" Kristi gestured wildly, indicating the relative size differences.

"No, of course not, but you need to let the adults handle it. If you have a problem, talk to Mr. Jacobs."

"But he's drunk!"

"I assure you he is not!"

"Hungover, then. He smells like a drunk."

"He's allowed to be hungover. I'll talk to him, Kristi; I'll see if he can keep Scotty under closer watch."

Kristi gave her favorite teacher a grateful smile. "Thank you, Mrs. Wilson."

*

As the older kids lined up to board the bus for home, they found the front seat was marked off with "CAUTION - POLICE LINE - DO NOT CROSS" tape. Mr. Jacobs escorted Scotty on board personally, unsticking the tape to put Scotty in the seat demarcated by it. He gave a stern look to Matt, Kristi, and their friends. "And you lot, no sitting behind him. Or anywhere near him. Got it?" Matt, Kristi, Natalie, Adeleine, and Mark all filed to the back of the bus. Jim, oblivious, played games on his phone for the ride home.

As they were riding, the other kids on the bus handed back two notes: one for Matt and one for Kristi. "Ugh. I bet it's from Scotty." Kristi felt sick just looking at hers.

"Want me to read yours?" Natalie asked. Wordlessly, Kristi handed it to her. Dear Shithead, it began. Natalie stopped reading, tore it to confetti, and let it flutter out the window. "Yeah, it's from Scotty."

Matt read his note, looking increasingly angry the more he read.
Dear Moron:

You're real brave when you're hiding behind teachers and bus drivers, getting them to do your dirty work for you. Are you willing to face me without any adults to protect you? You and Kristi better meet me outside the haunted house on Maybury hill tonight at midnight, or I'll tell the whole school about what a coward you are. And all those things you do with your sick sister, too.
It got worse as it continued, describing incestuous acts in perverse and insulting detail.

Natalie noticed how tense her twin was getting. "What's wrong, Matt?" She peered over his shoulder to look at it. She swallowed, then started to cry.

"Don't -- don't let him get to you." Kristi grabbed the note and threw it out the window. "It's just words. He can't hurt us."

The bus got to their stop, and the kids piled off. Bobby and Wayne were waiting at the stop. "Nattie! Mattie!" Bobby cried. He was carrying fistfuls of cookies, his face smeared with chocolate and crumbs. "I brought cookies! Do you want some? What's wrong?"

Wayne pedaled up behind Bobby, riding in his mini-batcar.

"Bobby, what are you doing here?" Natalie wiped the tears from her face, then set to work cleaning cookie detritus from Bobby's. "Shouldn't you be home?"

"I wanted to see you! What's wrong?"

"Nothing," Natalie lied.

Kristi asked Matt, "Was he threatening you?" She wondered now if maybe she should've read the notes after all.

Matt wrestled with his conscience. He knew he had to meet Scotty's dare, for his own sake and especially his sister's. But maybe it'd be safer to keep Kristi out of it. Yet -- she hated it when kids teased her, and if she didn't come, Scotty would be worse than ever. At last, Matt said, "Scotty dared you and me to meet him at the haunted house at midnight, or he'd call us cowards."

"At midnight? We can't go at midnight. My parents would kill me. And you. And Scotty. So at least we wouldn't have to worry about Scotty any more, but we'd still be dead so no. You can't go, Matt."

"You're going to the haunted house?" Bobby asked.

Natalie was horrified. "Don't talk about it in front of the little kids!"

"I have to go," Matt answered Kristi, grim.

"No you don't. Please don't go, Matt," Kristi pleaded. "You have no idea what he's planning. And the stories about that place are awful."

Jim went online with his smartphone, researching the mansion's history. "Wow, yeah. It hasn't been occupied since 1837, when the owner, Mr. Vernon, was executed after his whole family had ... disappeared. He was drawn and quartered."

Matt just shook his head. "I'm going."

"Well ... if you're going ... I won't let you go alone," Kristi said.

"Of course he won't go alone!" Natalie hugged her brother.

Adelaide found her best friend's hand and squeezed. "I'll come too," Adelaide whispered. "If you can talk my parents into letting me sleep over at your place." Kristi squeezed her hand in return, scared and glad for the company nonetheless.
rowyn: (huggy)
It was Monday morning, and eight kids -- ranging in age from four to eleven -- waited at the street corner for the school bus to arrive. Kristi, in fifth grade, was the oldest, wearing a black skirt and jacket with a neckcloth and a white blouse -- like a school uniform, even though they all went to public school and didn't have a uniform. She was talking to her best friend, a shy seven-year old named Adelaide, because Kristi was weird and most of the kids her own age avoided her.

"I was working on my new book all weekend!" Kristi told her little friend, who listened with quiet attentiveness. "It's got a dragon and a knight and a princess. The princess and the dragon are trying to rescue the knight -- "

Next to them, Jim looked up from the game he was playing on his smartphone. "What kind of dragon? Western, eastern, winged, not winged?" Jim was the wizkid, the one who knew everything, especially about computers and video games.

"Western! Green and scaly and HUGE and he shoots fire from the vanes of his wings, like a jet plane. That's how he flies," Kristi said.

Jim pushed up his glasses. "Actually, dragons breathe fire. It doesn't shoot from their wings. And they're too big to fly."

Kristi made a face at him, crossing her arms. "It's my story and he can fly in it if I want him to."

"Dragons?" Bobby piped up. He was only six. "I like dragons! Are they scary dragons?"

"No, the dragon is the good guy," Kristi said.

"Yay!" Bobby bounced up and down, while nine year-old Natalie clung grimly to his hand to keep him from running into the street in his enthusiasm. Bobby's mother paid Natalie five dollars a week to make sure Bobby got to school each day. Natalie and her twin brother Matt were with four year-old Wayne, too, because the twins were the sort of people parents trusted to be responsible. Wayne was wearing his Batman hoodie, as always, and wouldn't walk to the bus stop with his foster parents because 'Batman don't need help'.

Wayne had ... issues.

Nine year-old Mark stood a little apart from the other kids; he was the outcast, and even in groups like this where he didn't get picked on, kids rarely paid attention to him. He peered at them over the edge of his book, listening.

The bus rolled up to the corner and stopped, the door opening with a pneumatic hiss and a ka-chunk. Mr. Jacobs, the bus driver, gave the children a surly look. "No running," he started to say. Wayne dashed headlong up the steps, evading Matt's attempt to slow him. Mr. Jacob's arm swung down and caught Wayne by the throat like the hand of God. He turned the little boy's head towards him. "It's Monday, I'm tired, I'm hungover, and they don't pay me enough. So walk to your seat, sit down, and keep your mouth shut. Got it, Batman?"

Wayne blinked at him, and nodded. In silence, the rest of the kids filed into seats: Bobby near the front between Matt and Natalie, Wayne opposite them, Kristi and Adelaide in the middle, Jim across the aisle, and Mark near the back of the bus.

As the bus started up, Jim slouched down in his seat, playing with his Gameboy. "Hey, did someone see the Joker on the bus?" he asked loudly, without looking up.

Wayne jumped atop his seat and spun about. "Where?"

Mr. Jacobs slammed on the brakes. The bus jerked to a halt, causing Wayne to bang his head against the seat back. Without a glance to the toddler, Mr. Jacobs stumped back to Jim's seat. Jim slouched lower still, continuing to play his game. Mr. Jacobs hit the power button on it.

"Dammit!" Jim swore, then blanched as he realized what he'd said. "Sorry," he added, looking up at last.

"I don't care if you swear," Mr. Jacobs began.

From the front of the bus, Wayne's little voice piped up, "What does 'dammit' mean?"

"Now I care if you swear."

Jim said, "It means 'thank you'."

"It's a bad word. Don't repeat it." Mr. Jacobs glowered down at Jim. "And I care if you lie to little kids about what words mean. Or say things you know are going to provoke them into jumping around and getting themselves hurt on the bus." His pen scrawled across a detention slip. He handed it to Jim. "I'm giving the other half of this to the principal's office. Report there as soon as we get to school." Mr. Jacobs stumped back to the driver's seat. His fingers tapped longingly against the bulge of a flask in his pocket. The bus started up again.

In his seat between Natalie and Matt, Bobby was kicking his feet back and forth and humming to himself until he felt something wet and gooey dripping into his hair. "Hey!" Next to him, the older Matt turned around to see what was happening.

Scotty, the ginger-haired fifth-grade bully, was blowing his nose messily against the back of Bobby's head. "Cut that out!" Matt yelled.

"Make me," Scotty sneered.

Matt shoved the older boy back, hard enough to knock Scotty's retainer out. The mouth gear skittered down the aisle of the bus. Bobby jumped out of his seat and chased after it as it neared Kristi's seat. Kristi extended one foot and very deliberately stomped on the retainer. Then twisted. The device snapped with a satisfying crack.

Bobby picked up the two pieces and helpfully returned them to Scotty. "You dropped this!"

The older boy -- the biggest on the bus -- snatched up the pieces. "Who broke it? Did you break it, you little freak? I oughta break you -- "

Kristi jumped to her feet. "I broke it," she yelled. "What are you gonna do about it?"

"Just wait 'til we're out of school, you weirdo -- " Scotty balled one hand into a fist.

The bus driver slammed on the brakes again. Kristi swallowed, reconsidering the wisdom of taking credit for breaking the retainer.

But Mr. Jacobs went straight for Scotty and Bobby instead. "What's going on back here?"

"He dripped boogers in my hair!" Bobby piped, pointing at Scotty. "He's a big meaniehead!"

"You whiny little brat -- " Scotty started.

Mr. Jacobs cut him off. "Look, kid. You're being a dick -- " the bus driver paused, suddenly aware of the littlest boys staring at him, wide-eyed and attentive. He cleared his throat. "He's being a Richard. Richard was a kid I always hated. Scotty, you may think you can get away with anything, but not on my bus you don't." He handed Scotty a detention slip and stumped back to the driver's seat.

The bully glared alternately at Kristi and Matt. "I'll get you two for this." Matt bore the threat stoically, but Kristi was worried. Boys didn't usually fight girls ... but Kristi didn't stand a chance if Scotty decided he was going to make an exception.

*

[This story is adapted from the tabletop RP Little Fears game that Randy Milholland ran Saturday night. I played Kristi. All other characters and the game itself are copyright their respective creators. Most of the events are directly from the game, but in cases where I can't recall what led from one event to the next, or where I felt that a literal translation of in-character events didn't properly capture the feel of the game, I've invented additional material.]
rowyn: (content)
Ganked from [livejournal.com profile] pyat  This thing is ginourmous, so I'm just gonna post whatever bits I finish, and maybe do more later if I feel like it.  See Pyat's entry for the whole meme.

Roleplaying Nerdgasm
The Role-Playing Character Quiz
Whipped up by j_cat


Characters mentioned within:

Laughing Lady, Seraph, Fyiara, Cyprian, Elf, Terry, Sharra.

-Introductory Questions-

What medium do you use? (ex: Dungeons and Dragons, MUDs, Live Action, hand puppets, etc.) :

From 1978-1996, I mostly did tabletop roleplay.  From 1997-2007, mostly MUCK.  2007-2008, mostly PBEM. 2009 has been mixed between PBEM and MUCK.  I still do the occasional guest stint in tabletop roleplay, but I've not been in a regular tabletop group since '96.  I actually did some of what's arguably roleplay on Furry from 91-'96, but for purposes of this quiz, I'm limiting myself to games with a GM, or at least something that looked sort of like a GM or had a structured format of some kind.

For systems, I've used (in semi-chronological order):

Basic D&D
AD&D (mostly 1.0. I made two abortive attempts at 2.0 that lasted less than a session.  A few of [livejournal.com profile] jordangreywolf's sessions used 3.5, I think)
Rolemaster
Hero System: Champions (homebrew mix of 3.0 and 4.0).
Fantasy Hero
Cyberpunk
Shadowrun
Nightfall
Vampire: World of Darkness
Mage: the Ascension
Deadlands
Savage Worlds
Sinai (homebrew)
Shadake (homebrew)
+Terrible Butterflies+ (homebrew)
Honored (homebrew)
World Tree

And probably some others that are slipping my mind.

Who are your favorite characters?

"Favorites" are hard to pick.  I'll select some memorable ones from over the years.

The Laughing Lady (NPC): From the Honored PBEM. The Honored were the native people in the setting, and for certain reasons, it's extremely difficult and rare for Honored to use violence or any kind of force against one another.  As a result, their government was more akin to cat-herding than ruling as such.  The Laughing Lady was one of the city's Regents, a physically imposing sphynx bejeweled with her honor. She had an air of authority, a certain mental toughness and social fearlessness, and a kind of irreverence.  She was very old, not at all frail, and didn't take herself -- or anyone else -- too seriously.  She only had a brief appearance on-camera, but was surprisingly popular with the players when she came up in OOC chat. 

Seraph (PC): [livejournal.com profile] bard_bloom's +terrible butterflies+ game is one of my favorite games ever, and certainly the game I had the most fun playing, but I don't know that my character from the game is really my favorite PC.  All of the +terrible butterflies+ were insane, and Seraph was no exception.  When Seraph was born, she thought she was an angel, sent by God to wreak vengeance upon Stefan by killing him and possessing his body to make restitution for his sins.  She thought her powers were gifts from God.  Seraph went through a number of transformations over the course of the game. She soon lost her belief that she was an angel but held onto her Christian faith, and did not quite let go of it even when she was told (by people who were in a position to know and who had no reason to lie) that Christ was a hoax perpetuated by an astral mage pretending to be God.   She was always trying to do the Right Thing, and often struggling to figure out what that was, with thousands of human lives hinging on her decisions. She's also one of the few PCs I've played who's fallen in love -- maybe the only one -- and that romance became the center of her life; it was the one thing that didn't change while the whole of the world fell out from under her.  She had some great scenes.

Fyiara (NPC): The Dean of Chaos Magic at the College of Magic on Sinai. She first showed up in a log that was overrun with NPCs, and expressed my frustration with my own difficulties in managing the situation by being bored, irreverent, and informal in a situation where all the other NPCs were overbearingly serious, formal, and preoccupied with minutiae.  She went on to other supporting roles, and got further fleshed out: she was in charge of her sphere magic because she was the least-unacceptable candidate for the job.  She really was an excellent Chaos Mage and a good academic and researcher, but she was at best a mediocre Dean; organizing and leading were talents quite beyond her. She called everyone "sweetie", or by their given names, in a setting where everyone used titles and surnames.  Fyiara is one of the few female characters I've ever made that I really like.

Cyprian (NPC): During my first appearance on Sinai, as assistant GM to Greywolf, I created Cyprian as a throwaway NPC implementing one of the puzzles of the session.  One of the PCs for that session, [livejournal.com profile] brennabat's Elise, liked the NPC so much that she wanted to talk to him again.  Cyprian was an Eeee (a humanoid bat), a citizen of Babel, and a mind mage.  He had a number of conflicting loyalties -- to his people, to his country, to his sinister gods, and to the college of magic.  I used him as an example of why good people believe in and worship evil gods: because to those people, those gods are real. You don't sacrifice sapients to the gods because you want to, but because you don't have any choice, because the gods will destroy you and everyone you care about if you don't. Not believing in them and not worshipping them won't make them go away.  Cyprian was intensely private and controlled, with sociopathic tendencies that he overrode via a prosthetic conscience he'd invented out of magic and implanted on himself.  He was pretty messed up overall.  He and Elise had a long-running forbidden love that was never consummated.

Elf (PC):  One of the characters from the Polaris superhero game I played in college. Chris was a good-natured college student who worked part-time at a day care center.  One of his hobbies was role-playing, and his friends called him "Elf" because "Well, he's an elf.  You can just tell."  He got turned into an actual pointy-eared elf by a supervillain who was mind-controlling him. After the heroes rescued him, he was turned into a PC because both I and some of the players liked him.  His powers were not particularly interesting -- I think he had flight and martial arts -- but he was involved in some interesting story arcs, including a reprise encounter with the original supervillain that had made him.  I think he's the only tabletop character I had who ever got seduced.  By another PC, even.

Terry, the Thief from Argus (PC): From a high school-era D&D game.  She was the first PC I had whose adventures had some actual narrative structure: she was a 14 year-old street urchin in a small city named Argus, which had a lot of empty building. Her adventures started when the city's army returned after several decades, looking for reinforcements and support. Reaction from Argus: "We're at war?  We have an army?"  The army wound up annexing the city and throwing a number of the citizens in oubliettes dug in their camp outside the city. It was silly in a way that still made sense; I enjoyed it enough that I wrote the first several chapters of it out in novel form.  The book petered off when the story-like structure of the campaign started to unravel, and it no longer seemed like a single story with a continuing plot.

Do you play characters that are not of the gender you identify with?

When I'm GMing, frequently. My PCs are usually female, though.  I like to have gender-balance in games, so I'll be male if everyone else is female, but that doesn't happen very often.  Seraph's human body was male in part because most of the other PCs were female.

Who was your first character?

I think she was a human cleric.  With a hammer.  I was 8 years old and didn't play her for more than a couple of games, so it wasn't very memorable.

Who is your latest character?

For PCs, the latest is Kythera, a demanding, petulant, and arrogant dragon somewhat in the vein of the dragons in [livejournal.com profile] bard_bloom's Mating Flight. The PBEM she's in doesn't exactly have a GM, though. If I don't count Kythera, the next most recent is Harley, a modern 'taur: half human and half motorcycle.

Most Popular Character?

I'm not sure. Fyiara, maybe.

Which character is most like you?

Most of my PCs are like me, only shaped by a totally different background and with actual drive and/or ambition to do something and not just muddle through life. Especially when it comes to questions of "how?" as opposed to "what?" The one that reminds me most of myself ... um. Sharra, my shapeshifter from the Polaris game, I guess.

Who would you like to be more like?
Seraph, if she were actually sane. Yay, incredible cosmic power! I generally like the traits I tried to embody in her -- loving, dedicated, and a good moral sense. She didn't really turn out much better at implementing them than I am, which really isn't surprising when you think about it.

Who’s the character you love but have never played?

There's one character that I have tried to play three times, with three different GMs. Each of the games died after one session or less. Details varied, but the basic concept was: "She has a power, second sight, which lets her see perceive spirits and receive visions that are imperceptible to other people. She also has a disad: hallucinates. She can't tell the difference between actual spirits and hallucinations." I always thought that would be neat to play out, but never really got to.




This is already pretty long, and the later questions don't interest me as much, so I'll cut it here.

But I wanna know: who're your own favorites of your characters?
rowyn: (studious)
For those who are curious: I've created a community, [livejournal.com profile] sleethnamedthis, where I'll be posting the logs from my World Tree game. (Or bribing my players to post them for me.) I've already posted the "prelude" log. This was a little light RP between two of the PCs to establish their characters; it happened before I actually started running the game.

Game Seeds

Jun. 25th, 2008 08:04 pm
rowyn: (studious)
I'm only putting up three possible settings/plots this time. This is partly because I already have three ideas I'm fond of and would like to do, and that's two more than I will actually use. Coming up with more ideas just means more that I'll want to do and can't. Also, I have Friday off and if I already have the setting picked than I can spend part of the day ruminating on the details.

Dungeon Dwellers: PCs are henchmen monsters guarding a dungeon for an evil wizard. The evil wizard will be gone for 24 hours. Havoc ensues. The PCs do not have to be evil themselves in this scenario: the plot may revolve around PC plans to betray the wizard, for example. This would generally be a silly, light-hearted campaign, with various plot devices to prevent PC death. ("Hey, he may be an evil wizard but he's got a *great* healthcare plan.") Inspired by stories like "Yet Another Fantasy Gamer Comic" and "Dungeons & Denizens", etc.

Study in Space: The "Black Event" happened to a manned survey ship in orbit around an uninhabited planet. All of the crew survived the event, but they have no memory of it and their ship was destroyed. (They were rescued by another ship). Amidst the wreckage of their ship were several alien artifacts, which are poorly understood by modern scientists but which have tremendous potential. Several years passed, during which scientists have built a small research space station at the same orbital position. The PCs are researchers on this space station when another Black Event happens. PC goals: try to gather as much information as possible and protect the results of existing research plus any new discoveries from destruction until the Black Event ends (the duration of the last one isn't known for sure, but it was between twelve and seventy-two hours). No people were harmed during the last Black Event, so no one expects to be harmed this time, but it would be really nice to come out of this with more data and maybe even some new alien artifacts .... This would be a space opera-ish setting, with hand-wavey science, because I don't have the background to do real science. Basic idea stolen from [livejournal.com profile] octantis. Thanks, Octantis!

Dealing with the Unknown: A race of fey, or aliens, or people from another dimension, or something -- no one's quite sure what -- has made contact with modern Earth. They're called "Traders", and they have a bazaar where they'll make deals with humans, trading their goods and services for human ones. The Trader's Bazaar appears at random on locations all over the world, and disappears 132 minutes later. Twenty-two hours later, the Bazaar reappears for thirteen minutes and fifteen seconds, during which time any deals made at the previous Bazaar may be cancelled. The bazaar stocks a bewildering array of tangible and intangible goods. the Trader's Bazaar has been appearing for several years now, and humanity is ... sort of used to it. In many countries dealing with the Traders is illegal, but it's currently legal in America.

The Traders do not sell at fixed prices or for cash. They barter. For everything. They are very friendly and cheerful, but only partially comprehensible. They're translated by small floating crystals near their heads (or maybe that's a second mouth?), but often the crystals render parts of a deal as , and you don't know what you've traded, or what you've got, until the deal is sealed. But you do get one chance for a refund, during the 13-minute window 22 hours later. The PCs will be a group of people who've just completed deals with the Traders. These deals will give the PCs certain known powers (to be picked by the player and to be superbeing type abilities, like mind-reading or teleportation) with unknown side effects (determined by the GM). They will also have given up certain known valuables, plus one mental/social/emotional ability (personal integrity, capacity for love, abiltiy to deceive, etc.) The player will get to pick the last, but ICly the PC will not initially have realized what they traded away. PC goal: figure out in the next 22 hours whether you want to keep what you got or get the refund. This'd be a good option for "The Terrible Way". Idea ganked from conversation with [livejournal.com profile] terrycloth and [livejournal.com profile] tuftears.

Now, on to the poll! Once again, please only vote if you're interested in playing in one of them.

[Poll #1211163]
rowyn: (studious)
Both PBEMs I've been in had no formal limit on posting. In both of them had phases where the list generated 100+ posts per day. (I don't think either ever hit 200 in a day, but I wouldn't swear to it.) [livejournal.com profile] koogrr called it "drinking from the firehose." [livejournal.com profile] terrycloth once described it as 'the tendency for PBEM to eat your life'.

I actually enjoy having my real life consumed by a fantasy one, but I recognize that not everyone does. (Lut, for example, dislikes having my RL overwritten by my VR. =D )

There are various factors that are likely to make my next game naturally have less traffic than the previous ones:

* I'm likely to set aside hours where I won't be posting -- probably from 8 or 9PM to 7AM CDT. This will ensure that Lut has my attention for a few non-sleeping hours every day. :) This won't be hard-and-fast -- I might toss off quick emails just before bed -- but I won't be spending four hours every night writing email for the game, either. Which, um, I have been known to do in the past. ^_^;;

* Since the game will only encompass 24 hours +/- of in-game time, I expect little if any time-bubbling. When Honored stopped having time-bubbles, list traffic dropped from 150+ emails per day to 30-. There were other factors lowering traffic on Honored at that time, though.

* There'll be fewer PCs in this game than in Honored (which started with six) or +Terrible Butterflies+ (which started with five). I'm expecting to cap this game at four PCs and there's a reasonable chance I'll run with fewer than that. I may have other people playing NPC-ish roles if I get any volunteers for that. I'll talk about this more in a separate post.

Another point to bear in mind: "number of posts per day" is the easiest metric to pull out, but it's not the most accurate one to describe volume. Some PBEM posts set scenes or contained responses to several different previous posts, and these might have several hundred words of new text. Others were only a sentence. I'd guess that the typical PBEM message is about the same length as a typical pose on a MUCK -- maybe a hundred words. I'm thinking that a hundred posts would be about equivalent to a chapter in a book or a short MUCK log.

To sum up: I really don't know what sort of traffic my next game will generate. The issues posed by traffic levels vary, too, depending on player habits and expectations (both IC and OOC). Some examples to consider:

* X, Y and Z are having an active conversation one evening when they're all at their computers. A fourth PC, played by A, is technically in the scene but for whatever reason he's not checking his email so his PC isn't talking. The ensuing conversation is similar to a MUCK log, with each comment in its own post. The next morning, A checks his email and sees 90 new messages. If you are A, will this bother you?

* A responds to 20 of the messages from the flurry last night, inserting his PC into the conversation and re-starting some discussions that X, Y and Z had settled. If you are X, Y or Z, will this bother you?

* The party leader goes with the plan X, Y and Z worked out the night before. The GM starts responding as if it were unfolding, even though X and Y would like to change the plan based on A's insights. Is this a problem?

* Does your reaction vary based on the time lapsed? For example, what if the conversation between X, Y and Z takes place over three days, and then A responds, as opposed to responding 10 hours later? Does it matter if A is regularly delayed in responding, or if this is a rare occurence? Likewise, does it matter if X, Y and Z are often much more active than A or if that only happens now and again?

* Examples of how IC expectations can impact this: if A is playing a PC who has no background in the subject X, Y and Z were discussing, A will care less that he "missed" the conversation than he would if his PC were the party expert. If X's PC is a very cautious sort who hates taking action without thorough consideration first, he will probably be happier about having A extend the conversation than he would if his PC were impatient and eager to get to the action.

I want to note that feeling some or all of these things could be annoying is perfectly reasonable and normal. Yes, it's a game and it would be lovely if all of us could be sublimely indifferent to all of its quirks and oddities, but the truth is if we didn't care about such things we probably wouldn't care about playing at all.

What I want to do now is try to set expectations of what's "normal". Some possible questions for those thinking of playing: what volume of traffic do you think would be too much? Just right? Not enough? (You can answer in terms of either "for the whole list" or "per participant", whichever you feel is more accurate.) If traffic on the list goes over what you consider "too much", how would you want to resolve that? What if it's too little? How much of a concern to you is this likely to pose -- ie, would you be okay if you're making one post a day while others do ten, or vice versa?*

I know that some of you have little experience with PBEMs, so this is asking for guesses in the dark. And the truth is even people with some experience aren't going to know what will work this game. So I'm not going to be surprised or offended if you get into playing and find your feelings change. This isn't the final word, but a starting place. Also, if some of you are thinking "10 posts a day is too many" and others "less than 30 is too few", then I'll know now it's probably better not to put you in the same game together. :)

* You don't have to answer all of these, and feel free to make comments on any related topics. I'll answer these questions myself in a later comment to this post, but I want other people to give their answers first so they'll have slightly less bias. :)
rowyn: (studious)
I've been thinking about running another game. (For those who didn't know, the game I started in December officially died in April).

I like PBEM as an RP structure: the asynchronous and unscheduled nature of it works well for me. But in my (admittedly limited) experience with it, it's got certain inherent disadvantages and I've been pondering ways to address them in my next game. Because why should I make the same old mistakes when I could make exciting new mistakes instead? >:)

One issue: the pace of action. PBEMs tend towards long discussions by the PCs about what they ought to do, and rather less of the PCs actually doing things. This is an issue in all RP, actually, but it's exacerbated by the slower pace of email. There's a tremendous amount of back-and-forth to get to the best possible plan and to achieve consensus, and in cases where the last isn't reached, the PCs are sometimes left taking no action themselves and waiting for whatever the GM does next instead. Which may well make all the previous discussions obsolete and require a whole new round of planning.

I love the discussions among PCs: they're one of the things that make PBEM work for me, because they keep the game alive and the players actve while the GM plans. If all the posts by players required direct GM response, the game would be less active and interesting. This said, spending several days and a couple hundred posts trying and failing to reach a consensus gets frustrating.

So I've been thinking about various ways to address this problem. Ideas I've had so far:

1) Solo. This is throwing the baby out with the bathwater, IMO, but having only one player would make intraparty consensus pretty easy to achieve. Also, I've had a lot of successful experience with one-on-one games on MUCKs, so it might be fun.

2) Similar PCs. Under this option, all the PCs would be designed to have not only the same goal but also similar ideologies and worldviews. The idea here is that it would take less time for three liberals to agree on a plan than it would for a communist, a conservative, and a libertarian. While the theory has some validity, I think diversity leads to more interesting RP, and also that people will find stuff to argue about no matter how similar their intent. I mention this more for the sake of completeness than because I'd really like to try it.

3) PC Party Leader. I've heard of these before, but I've never been in a campaign, as either GM or player, where the group had a de facto party leader. I've hardly been in any that had even a nominal party leader. So I don't know how well having one works in practice, but if nothing else it'd be different for me.

4) NPC Party Leader. I've never heard of this being done, but it's got some appeal. I wouldn't run an NPC leader who used his own ideas (I might as well write a book if I'm gonna do that), but the PCs could come up with ideas and throw them around for a while, then have the NPC step in and make a decision when the GM is ready to move on. I'm not sure if the NPC leader would decide at random, or based on whatever the GM thinks would be the most fun. I mean, I could decide based on whatever would be most successful, but where's the fun in that? >:)

5) Co-Stars and Supporting Cast. Under this model, two or three players would get "starring" roles and make decisions for their own characters or try to work with the co-stars. The other players would be the supporting cast: they could contribute ideas and RP, but would ultimately either go along with whatever the stars wanted or bow out of the plot. This idea doesn't resolve the consensus problem that well, as getting even three PCs to agree on a strategy can be a big hurdle. Still, it's an option between a free-for-all and the more restrictive party-leader method.

6) The Terrible Way. This phrase was coined in +terrible butterflies+, and referred to the decision by any PC to skip discussing ideas and just do whatever the PC thought best at the moment. This caused a lot of trouble, but it was also a lot of fun. Now, as aforementioned, I like discussions, but a game mechanic where PCs occassionally had to go with their ideas could be fun. Like "Roll d6, on 1-2: PC does it now, 3-4: PC talks about it but will do it anyway if PC still like the idea (even if everyone else hates it), 5-6: player's discretion." Also, having it as a built-in feature of the game might mitigate some of the IC animosity that this style of play can generate.

All of these options assume the setting and character concepts are integrated with the OOC plan. PCs bound by the Terrible Way will not be soldiers in a squad of crack commandoes, but ones with an NPC leader might be.

As the GM, I can live with any of these options. To find out how potential players feel, I will use the handy-dandy poll feature. I won't take voting as a firm commitment to play on anyone's part, but please only vote in the poll if you are interested in playing in my next game.

One final note -- I am (don't laugh!) going to try to make the next game "short". By which I mean, it will cover an IC period of hours or possibly a few days at most. I don't expect it to be quick in RL terms, but I'm hoping for a game that runs for a few months RL, as opposed to my usual time length best measured in years. So whatever the game goes with, no one's going to have to live with it for very long. :)

[Poll #1209596]

If you have any other clarifications (like you'd be interested in a "PC leader" game, but only if you don't have to play the leader), or if you've got favorites among the choices you're willing to live with, please leave a comment about it. Thanks!

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